對模擬宇宙中超自然能力的可能來源進行分類


5

讓我們假設世界是(而不是原始的,類似視頻遊戲的)模擬,並且每個感知對像都是在系統中運行的程序。宇宙在宏觀層面上類似於我們自己的宇宙,儘管在分子層面上已大大簡化了,這更像是電子遊戲中的物理引擎,而不是任何形式的"現實"模擬。

世界在內部是一致的,有明確定義的"自然法則"可以研究和試驗,一般來說,科學方法是可能的,並且"現代",基於科學的文明已經發展。超自然的影響是罕見的並且難以復制,因此它們通常被標記為神話,被科學界所忽視。神確實存在(它們是維護系統的獨立AI),但它們大多是在掩護下工作並試圖"模仿"自然事件。

這是計劃中的RPG戰役的設置,我嘗試對角色可能擁有或獲得的超自然能力的可能來源(或類型)進行分類和分類-主要是將其歸結為易於管理的規則集,設置的內部一致性。

我對諸如視覺樣式之類的細微細節不感興趣,而是對一般分類感興趣-力量從何而來,使用起來有多容易,錯誤的後果可能是什麼(如果它可能完全失敗,也許這是"正當的工作")。

到目前為止,我已經確定了三種可能的動力來源/類型:

  1. 系統授予的特殊特權。各種神父,薩滿祭司,信徒等浮現在腦海中-權力是一種契約,是更大權力/人工智能的禮物,如果捐助者願意,可以隨時將其撤銷。通常,如果您遵循指示(祈禱,魔術公式等),則該功能"將起作用"。
  2. 有意識地破解現實的結構。黑客可能是叛逆者,但也可能是某種形式的官方"調試器",可以從內部測試系統。無論哪種方式,使用電源都是極其危險的-即使具有技能和知識,結果也總是混亂且不可預測的,尤其是在系統"處於活動狀態"並不斷修補/修改的情況下。
  3. 世界引擎或數據中存在某種故障。從技術上講,這甚至不是"超自然"的能力(儘管看起來像一個),而是自然法則中的一個特殊例外。它也"正常工作",與其他任何技能或能力(例如呼吸)一樣自然。

這些真的是所有可能的選擇嗎?我有想念嗎?也許我忘了包含其他來源/類型/風格的力量?


注意::該問題已被編輯了幾次,每次"稍微"改變其範圍。對不起,我很困惑。

3

That is a surprisingly open ended discussion!

The first challenge is to define "supernatural" in a simulated environment. Consider a modern OS where you have JavaScript on a web page which is in a restricted sandbox, a web browser which has access to full user-space privileges like file access, and a OS with kernel-space privileges like scheduling and user logins. Supernatural within such a system might be a word describing tiers of behavior, not just one thing. Super natural just means "beyond natural."

One division in super powers which is realistic is to divide it into privileges which have been granted (glitch, superuser, etc.), and privileges which can be acquired by anyone who knows a series of actions which grants them that privilege. Consider the popup advertisements in modern day HTML: they know they cannot popup immediately on a modern browser, but they know if you click on them, they can do it. Any popup can do it, if they know the trick. Compare that to a file which has been given setuid privileges, which means its actions function at a superuser level, but it is not easy to bestow setuid on another file.

Another reasonable division would be predictable behaviors vs. unpredictable behaviors. A game where you can reliably teleport 4m forward is very predictable. Once you learn how to do it, you can do it repeatedly. A stack-bashing buffer-overflow is very unpredictable because it operates in a way very distinct from normal behavior (in fact, those building buffer-overflows have to carefully craft them so they survive the hack). Unpredictable behaviors could literally do anything, but are more dangerous.

A final consideration I would throw into the mix is the "user," if one exists. You specifically wondered whether glitch & special privileges are distinct. One of the major differences between them is that special privileges are usually granted in a user's interests, while glitched are usually not in the user's interests. This means use of a glitch might invoke the wrath of a user on you as they seek to remedy the issue.


3

I understand that you have in mind sentient bots in a game-like environment under control of higher AIs (gods). I'm assuming that it resembles 3D MMORPG, but ideas can come from convenient interpretation of all games. Somebody more experienced in video games should be able to give better examples.

Ad. 1. something like gamemasters in Tibia: Special privileges are something like creating or destroying items or even living entities by using command (that works only for their possessor). I.e.: Gifted wizards can use different spells (Spells can have different styles if given by different god. In practice I would expect a standard system, but higher AIs creating their own interfaces are justifiable too and more interesting.). There can be also magical gestures or moves (combo-like sequences).

Ad. 2. Bugs that come to my mind are Pokemon Glitches. One example can be Mew glitch analogue: To cause it, you must suddenly go somewhere else while beginning to do something specific (in Pokemon, you fly away beginning a battle). For example, you fall into manhole while you are getting into a car. Than you get something. This can be something valuable, something more powerful than otherwise possible or something behaving very strange, like making everything you hold near it disappear, merging with other things or becoming something else.

Sometimes part of the world can become invisible, like in Minecraft. Besides, storing big number of things can cause something strange, for example, after putting 256th thing on a shelf, this things can disappear, but one more gold bar can appear on the next shelf.

In practice, in a modern system this would probably be less common and much more complicated, but we can use rule of cool again.

Ad 3. For example, small objects can stay in the air after being released, and jumping on them can allow to climb. Some things can be hold without touching them. Animals or "Unreal people" (NPCs/stupid (non-sentient) AIs) can be too stupid to do something with a bucket on their head and just behave as if they do not see anything (like in Skyrim - can somebody find this video). Children can be truly immortal.


4

Before we start, I would like to keep in mind, that for any given program number of things that can go wrong outnumbers things that are supposed to happen. Yes, that includes even good old Hello World!.

Now, what subset of those situations could be useful for you... let's see...

  1. Bit flipping: every once in a while a bit in memory is randomly flipped. Your characters may know a certain hardware design flaw and exploit it by performing a certain action, which increases this chance, and maybe even anticipate the result.

  2. Access memory of other process: Something along those lines: https://stackoverflow.com/questions/1989783/how-is-it-possible-to-access-memory-of-other-processes It's pretty much a nuclear option, if you can edit your enemy in real time (for example polymorph him into a puppy).

  3. Locking up resources: Start allocating resources you don't intend to use, so others can't access them. For example to people fighting against each other using this technique can grow (taking up more and more RAM), until one of them takes all available memory and his rival if hit in the face with OutOfMemory exception.

  4. Dereferencing NULL: Sort of a doomsday device. Your mad villain may try to construct a legendary NULL POINTER and use it to destroy the world (stop the simulation)

  5. Creating hash collision: First of all, mandatory reading if you don't know what hash functions are: http://en.wikipedia.org/wiki/Cryptographic_hash_function Now that you know, you can assume, that each person in your world uses his hash as personal ID. Someone with ability to change his own properties to collide with someone else's hash can pretend to be anyone. Sort of like Mystique in the X-Men, but instead of changing shape, you change your hash.

  6. Sending signals: Someone might have an ability to send signals. They can be used to kill someone, put him in suspended animation, or even for sending simple messages to your allies (if you previously agree that, for example, SIGUSR1 means "Help me!"). Also, the kill signal has no effect on a zombie process.. Use it. It's gonna be awesome.

I hope you'll find some of my ideas useful. Have fun :)


4

If you look at other genres that have superpowers and observe their sources, it may give you a better idea of how you can categorize those sources in the world you're building.

Innate: Starting with the basic, these powers are there from birth. Examples include Superman (Kryptonian DNA) and sorcerers from Dungeons and Dragons (magic is in their blood).

Bestowed: These powers are given by someone greater, usually with an agreement that they be used in a particular way. Examples include Wonder Woman (Aphrodite's Law) and D&D clerics (powers granted by their gods).

Cursed: These powers are much like the bestowed powers, except they come from some kind of calamity. Examples include almost all super villains it seems like, Spider-Man (spider bite) and the Fantastic Four (cosmic radiation).

Independent Object: Sometimes the powers aren't within the user, but within particular items that the user wields. Examples include Green Lantern (his ring) and D&D wizards (spellbooks/spells).

I think that sums it up. So an attempt at translating them to your world:

Innate powers would be powers that the players gain through being themselves and leveling up. So those would be part of their proper programming. Bestowed powers would be the "special privileges" granted by the God AI. Cursed powers would be the result of your "glitches" -- something happens that wasn't supposed to, and as a result, a (probably temporary, unpredictable, or watered-down) power is granted. Independent objects be anything that the user wields in-game, including weapons, scrolls, potions, armor... and I personally believe your "hacker tools" falls here.

As a side-note, it might be pretty interesting to see what happens when, once the players are comfortable in their world, a real-life human begins messing with the program. Rearranging code, changing variables, etc -- A conscious choice made by the creator of the program (you) in an effort to somehow "improve" the gameplay experience.

is my list complete? or are there any other points that could be added to it?

I think it's a pretty complete list. You've covered most of the tropes surrounding power sources.